CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 577

_id acadia15_497
id acadia15_497
authors Sandoval Olascoaga, Carlos; Victor-Faichney, John
year 2015
title Flows, Bits, Relationships: Construction of Deep Spatial Understanding
source ACADIA 2105: Computational Ecologies: Design in the Anthropocene [Proceedings of the 35th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-53726-8] Cincinnati 19-25 October, 2015), pp. 497-512
doi https://doi.org/10.52842/conf.acadia.2015.497
summary The number of variables acting upon urban landscapes is numerous and interconnected, closely resembling complex systems in constant dynamic transformation. Current analytical methods and descriptions of the city are domain specific, limited in scope, and discretize the city into quantifiable individual representations, resulting in an equally limited urban policy and design. If we are to produce urban systems capable of contributing to the robustness and resiliency of cities, we ought to understand and represent the comprehensive network of actors that construct contemporary urban landscapes. On one hand, the natural sciences approach the analysis of complex systems by primarily focusing on the development of models capable of describing their stochastic formation, remaining agnostic to the contextual properties of their individual components and oftentimes discretizing the otherwise continuous relationships among parts. signers work in groups. They need to share information either synchronously or asynchronously as they work with parametric modeling software, as with all computer-aided design tools. Receiving information from collaborators while working may intrude on their work and thought processes. Little research exists on how the reception of design updates influences designers in their work. Nor do we know much about designer preferences for collaboration. In this paper, we examine how sharing and receiving design updates affects designers’ performances and preferences. We present a system prototype to share changes on demand or in continuous mode while performing design tasks. A pilot study measuring the preferences of nine pairs of designers for different combinations of control modes and design tasks shows statistically significant differences between the task types and control modes. The types of tasks affect the preferences of users to the types of control modes. In an apparent contradiction, user preference of control modes contradicts task performance time.
keywords Networks, graphs, web-mapping, GIS, urban mapping, spatial analysis, urban databases, visual representation, spatial cognition
series ACADIA
type normal paper
email
last changed 2022/06/07 07:56

_id cf2015_037
id cf2015_037
authors de Vries, Bauke; Grond, Manon and van der Zee, Aant
year 2015
title Development of a multi-disciplinary university wide design course
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 37-46.
summary Design is one of the basic skills of every engineer. However until now design is only seen as a core course in Architecture studies and lately in Industrial Engineering studies. This paper reports about the development of a design course for all departments of a typical technical university. After a short overview of design teaching tradition, an inventory is presented of the different interpretation of design by the various departments. The course development is presented over two periods: 2012-2014, and 2014-2015. In between a major change was conducted. The course learning goals and student evaluations are presented. In the discussion we reflect on fundamental and practical problems that occur in design teaching for such a wide audience. Finally we draw conclusions on the changing role of design what is needed to give design the same status as mathematics in a technical curriculum.
keywords Design, Design teaching, Multi-disciplinary design
series CAAD Futures
email
last changed 2015/06/29 07:55

_id sigradi2015_10.127
id sigradi2015_10.127
authors Granero, Adriana Edith; Fernández, Mónica Inés; Bonvecchi, Liliana Telma; Brignone, Mabel Clara
year 2015
title DApp - Interactive teaching methodological proposal based on the use of the devices and Apps for the representation of the architectural project
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 2 - ISBN: 978-85-8039-133-6] Florianópolis, SC, Brasil 23-27 November 2015, pp. 514-518.
summary A common problem we share teachers today is the presence of smartphones and tablets in the classroom; these electronic devices generate distractions of its use for communication in social networks, games, and visits to Internet sites. These elements are at all times available to the student, which is why we raised the need to adapt some learning processes with their interaction. The intention is to demonstrate that these practices allow for the introduction of theoretical concepts and fundamentals related academic imagination, the design process and representation of the architectural project. The proposal linked with an increase of the professional needs that the architect faces, after their training, professional skills to perform in today’s job market.
series SIGRADI
email
last changed 2016/03/10 09:52

_id acadia20_238
id acadia20_238
authors Zhang, Hang
year 2020
title Text-to-Form
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 238-247.
doi https://doi.org/10.52842/conf.acadia.2020.1.238
summary Traditionally, architects express their thoughts on the design of 3D architectural forms via perspective renderings and standardized 2D drawings. However, as architectural design is always multidimensional and intricate, it is difficult to make others understand the design intention, concrete form, and even spatial layout through simple language descriptions. Benefiting from the fast development of machine learning, especially natural language processing and convolutional neural networks, this paper proposes a Linguistics-based Architectural Form Generative Model (LAFGM) that could be trained to make 3D architectural form predictions based simply on language input. Several related works exist that focus on learning text-to-image generation, while others have taken a further step by generating simple shapes from the descriptions. However, the text parsing and output of these works still remain either at the 2D stage or confined to a single geometry. On the basis of these works, this paper used both Stanford Scene Graph Parser (Sebastian et al. 2015) and graph convolutional networks (Kipf and Welling 2016) to compile the analytic semantic structure for the input texts, then generated the 3D architectural form expressed by the language descriptions, which is also aided by several optimization algorithms. To a certain extent, the training results approached the 3D form intended in the textual description, not only indicating the tremendous potential of LAFGM from linguistic input to 3D architectural form, but also innovating design expression and communication regarding 3D spatial information.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia20_668
id acadia20_668
authors Pasquero, Claudia; Poletto, Marco
year 2020
title Deep Green
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 668-677.
doi https://doi.org/10.52842/conf.acadia.2020.1.668
summary Ubiquitous computing enables us to decipher the biosphere’s anthropogenic dimension, what we call the Urbansphere (Pasquero and Poletto 2020). This machinic perspective unveils a new postanthropocentric reality, where the impact of artificial systems on the natural biosphere is indeed global, but their agency is no longer entirely human. This paper explores a protocol to design the Urbansphere, or what we may call the urbanization of the nonhuman, titled DeepGreen. With the development of DeepGreen, we are testing the potential to bring the interdependence of digital and biological intelligence to the core of architectural and urban design research. This is achieved by developing a new biocomputational design workflow that enables the pairing of what is algorithmically drawn with what is biologically grown (Pasquero and Poletto 2016). In other words, and more in detail, the paper will illustrate how generative adversarial network (GAN) algorithms (Radford, Metz, and Soumith 2015) can be trained to “behave” like a Physarum polycephalum, a unicellular organism endowed with surprising computational abilities and self-organizing behaviors that have made it popular among scientist and engineers alike (Adamatzky 2010) (Fig. 1). The trained GAN_Physarum is deployed as an urban design technique to test the potential of polycephalum intelligence in solving problems of urban remetabolization and in computing scenarios of urban morphogenesis within a nonhuman conceptual framework.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id sigradi2015_10.177
id sigradi2015_10.177
authors Angelo, Alex Garcia Smith; Manna, Ilaria La; Hernandez, Oscar; Valdiviezo, Marlon; Lastras, Alejandra Díaz de León; Salazar, Oscar Ivan Campo; Montezuma, Vanessa; Zubieta, Marco
year 2015
title Fab Lab and Multiculturalism in Latin America: The Fab Lat Kids case and the project “Emosilla”
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 2 - ISBN: 978-85-8039-133-6] Florianópolis, SC, Brasil 23-27 November 2015, pp. 551-557.
summary This paper expresses a lecture of the experience of an investigation carried by a group of Latin American Fab Labs dedicated to the promotion of the use of modeling, digital fabrication, and network communication as tools of educational and social development of children in latin culture. This study is based on online workshop typologies with a methodological perspective that included local technological adaptations, data gathering, and exchange of knowledge on the fab lab network.
keywords Design, Digital Manufacturing, Society, Technology Learning, Collaborative Network
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia16_362
id acadia16_362
authors Beesley, Philip; Ilgun, Zeliha, Asya; Bouron, Giselle; Kadish, David; Prosser, Jordan; Gorbet, Rob; Kulic, Dana; Nicholas, Paul; Zwierzycki, Mateusz
year 2016
title Hybrid Sentient Canopy: An implementation and visualization of proprioreceptive curiosity-based machine learning
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 362-371
doi https://doi.org/10.52842/conf.acadia.2016.362
summary This paper describes the development of a sentient canopy that interacts with human visitors by using its own internal motivation. Modular curiosity-based machine learning behaviour is supported by a highly distributed system of microprocessor hardware integrated within interlinked cellular arrays of sound, light, kinetic actuators and proprioreceptive sensors in a resilient physical scaffolding system. The curiosity-based system involves exploration by employing an expert system composed of archives of information from preceding behaviours, calculating potential behaviours together with locations and applications, executing behaviour and comparing result to prediction. Prototype architectural structures entitled Sentient Canopy and Sentient Chamber developed during 2015 and 2016 were developed to support this interactive behaviour, integrating new communications protocols and firmware, and a hybrid proprioreceptive system that configured new electronics with sound, light, and motion sensing capable of internal machine sensing and externally- oriented sensing for human interaction. Proprioreception was implemented by producing custom electronics serving photoresistors, pitch-sensing microphones, and accelerometers for motion and position, coupled to sound, light and motion-based actuators and additional infrared sensors designed for sensing of human gestures. This configuration provided the machine system with the ability to calculate and detect real-time behaviour and to compare this to models of behaviour predicted within scripted routines. Testbeds located at the Living Architecture Systems Group/Philip Beesley Architect Inc. (LASG/PBAI, Waterloo/Toronto), Centre for Information Technology (CITA, Copenhagen) National Academy of Sciences (NAS) in Washington DC are illustrated.
keywords intedisciplinary/collaborative design, intelligent environments, artificial intelligence, sensate systems
series ACADIA
type paper
email
last changed 2022/06/07 07:54

_id caadria2015_033
id caadria2015_033
authors Hadilou, Arman
year 2015
title Phototropism of Tensile Façade System through Material Agency
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 127-136
doi https://doi.org/10.52842/conf.caadria.2015.127
summary This paper researches material agencies, mechanical systems and façade designs that are able to respond to environmental changes through local interactions, inspired by biological systems. These are based on a model of distributed intelligence founded on plants and animal collectives, from which intelligent behavior emerges through simple local associations. Biological collective systems integrate material form and responsiveness and have the potential to inform new architectural and engineering strategies. The design approach of this research is based on a data-driven methodology spanning from design inception to simulation and physical modeling. Data-driven models, common in the fields of natural science, offer a method to generate and test a multiplicity of responsive solutions. The driving concepts are three types of evolutionary adaptation: flexibility, acclimation, and learning. The proposed façade system is a responsive textile shading structure which uses integrated actuators that moderate their local environments through simple interactions with their immediate neighbors. Computational techniques coupled to material logics create an integral design framework leading to heterogeneous environmental and structural conditions, producing local responses to environmental stimuli and ultimately effective performance of the whole system.
keywords Responsive facade; phototropism; material intelligence.
series CAADRIA
email
last changed 2022/06/07 07:49

_id ecaade2015_336
id ecaade2015_336
authors Koenig, Reinhard
year 2015
title CPlan - An Open Source Library for Computational Analysis and Synthesis
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 1, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 245-250
doi https://doi.org/10.52842/conf.ecaade.2015.1.245
wos WOS:000372317300026
summary Some caad packages offer additional support for the optimization of spatial configurations, but the possibilities for applying optimization are usually limited either by the complexity of the data model or by the constraints of the underlying caad system. Since we missed a system that allows to experiment with optimization techniques for the synthesis of spatial configurations, we developed a collection of methods over the past years. This collection is now combined in the presented open source library for computational planning synthesis, called CPlan. The aim of the library is to provide an easy to use programming framework with a flat learning curve for people with basic programming knowledge. It offers an extensible structure that allows to add new customized parts for various purposes. In this paper the existing functionality of the CPlan library is described.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=ebe47ae4-702d-11e5-b15e-17078d1d5730
last changed 2022/06/07 07:51

_id eaea2015_t1_paper05
id eaea2015_t1_paper05
authors Lobo de Carvalho, Jose Maria; Heitor, Teresa
year 2015
title The Adaptive Reuse of the Arco do Cego ancient Car-Barn Structure in Lisbon
source ENVISIONING ARCHITECTURE: IMAGE, PERCEPTION AND COMMUNICATION OF HERITAGE [ISBN 978-83-7283-681-6],Lodz University of Technology, 23-26 September 2015, pp.61-70
summary This paper presents the example of the reconversion of an important tram station from the origins of electricity in Portugal that was still in use until the late 1990’s but became redundant since then. Its significant urban presence and the importance of preserving the memory of the old trams that were still in use some years ago in Lisbon, led to an innovative solution, combining public value and heritage protection. In 2011, the Lisbon City Council agreed to give the building and its site for university use, namely to be transformed into a student’s facility, as a study, leisure, recreational and cultural space of the IST, open 24h a day. This new university building, located just one block away from the traditional IST compound, was called IST Learning Center and extended the notion of campus outside its walls and into the city’s urban fabric.
keywords reconversion; university; tram
series EAEA
email
last changed 2016/04/22 11:52

_id caadria2015_102
id caadria2015_102
authors Loh, Paul
year 2015
title Articulated Timber Ground, Making Pavilion as Pedagogy
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 23-32
doi https://doi.org/10.52842/conf.caadria.2015.023
summary Designing and making a pavilion within a studio setting has been undertaken by various educators and researchers as a valuable pedagogy in the past 10 years. It aims to construct a collaborative environment that allows students to develop an integrated approach to learning; through association, teamwork and creative collaboration. Usually the tacit knowledge applied and acquired through making, and the knowledge of design strategy and analysis are separated in the way they are taught; it is often difficult to integrate these within the same coursework which often leads to students using digital software and fabrication tools as problem solving devices. This paper looks at an integrated approach to learning computational design and digital fabrication through the making of a pavilion by a Master level design studio. The paper discusses the pedagogy of making through creative collaboration and integrated workflow. It focuses on the use of digital and physical prototypes as devices to stimulate an oscillating dialogue between problem solving and puzzle making; a counterpoint for students to develop and search for new knowledge in order to create personalised learning experience. The paper concludes with an examination on the limits of digital prototype when interfaced with physical environment.
keywords Digital Fabrication; Collaborative Design; Design Workflow; Pedagogy, File to Production
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2015_82
id ecaade2015_82
authors Long, Nels; Greenstein, and Dane Clemenson
year 2015
title Buoyant Memory - Neuroscience for a Virtual Architecture
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 1, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 55-60
doi https://doi.org/10.52842/conf.ecaade.2015.1.055
wos WOS:000372317300006
summary Gravity prescribes a very specific maxim for the built environment represented by the horizontal layer cake we are all so familiar with. This is contrasted by designs such as the International Space Station where no floor is present and every surface provides some function whether storage, data display and instrumentation or biological support infrastructure. Because of the homogeneity of approach to each surface an astronaut requires literal markers to orient oneself within the vessel. Very seldom within the natural, earth-bound environment does one find oneself in a situation where “up” is a questionable vector. What happens when architecture is translated to the virtual. What is the role of the architect or of his or her architecture in a virtual universe. Would a virtual architecture itself not become a social engine, its social context being that of online gaming, crowdfunding and social media? This engine's main role being the creation of architecturally inspiring gathering spaces for learning, playing and community building.
series eCAADe
email
last changed 2022/06/07 07:59

_id sigradi2023_416
id sigradi2023_416
authors Machado Fagundes, Cristian Vinicius, Miotto Bruscato, Léia, Paiva Ponzio, Angelica and Chornobai, Sara Regiane
year 2023
title Parametric environment for internalization and classification of models generated by the Shap-E tool
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1689–1698
summary Computing has been increasingly employed in design environments, primarily to perform calculations and logical decisions faster than humans could, enabling tasks that would be impossible or too time-consuming to execute manually. Various studies highlight the use of digital tools and technologies in diverse methods, such as parametric modeling and evolutionary algorithms, for exploring and optimizing alternatives in architecture, design, and engineering (Martino, 2015; Fagundes, 2019). Currently, there is a growing emergence of intelligent models that increasingly integrate computers into the design process. Demonstrating great potential for initial ideation, artificial intelligence (AI) models like Shap-E (Nichol et al., 2023) by OpenAI stand out. Although this model falls short of state-of-the-art sample quality, it is among the most efficient orders of magnitude for generating three-dimensional models through AI interfaces, offering practical balance for certain use cases. Thus, aiming to explore this gap, the presented study proposes an innovative design agency framework by employing Shap-E connected with parametric modeling in the design process. The generation tool has shown promising results; through generations of synthetic views conditioned by text captions, its final output is a mesh. However, due to the lack of topological information in models generated by Shap-E, we propose to fill this gap by transferring data to a parametric three-dimensional surface modeling environment. Consequently, this interaction's use aims to enable the transformation of the mesh into quantifiable surfaces, subject to collection and optimization of dimensional data of objects. Moreover, this work seeks to enable the creation of artificial databases through formal categorization of parameterized outputs using the K-means algorithm. For this purpose, the study methodologically orients itself in a four-step exploratory experimental process: (1) creation of models generated by Shap-E in a pressing manner; (2) use of parametric modeling to internalize models into the Grasshopper environment; (3) generation of optimized alternatives using the evolutionary algorithm (Biomorpher); (4) and classification of models using the K-means algorithm. Thus, the presented study proposes, through an environment of internalization and classification of models generated by the Shap-E tool, to contribute to the construction of a new design agency methodology in the decision-making process of design. So far, this research has resulted in the generation and classification of a diverse set of three-dimensional shapes. These shapes are grouped for potential applications in machine learning, in addition to providing insights for the refinement and detailed exploration of forms.
keywords Shap-E, Parametric Design, Evolutionary Algorithm, Synthetic Database, Artificial Intelligence
series SIGraDi
email
last changed 2024/03/08 14:09

_id ecaade2015_101
id ecaade2015_101
authors Markusiewicz, Jacek and Slyk, Jan
year 2015
title From Shaping to Information Modeling in Architectural Education: Implementation of Augmented Reality Technology in Computer-Aided Modeling
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 83-90
doi https://doi.org/10.52842/conf.ecaade.2015.2.083
wos WOS:000372316000011
summary While learning computer-aided modeling techniques, students of architecture should not only gain knowledge on how to model three-dimensional forms, but also how to define and understand the information beneath the shapes. Architectural presentation as an intellectual communication-focused process requires new media to channel information in a contemporary way. These can be text, image, sound, video or a digital model. The integration of augmented reality in teaching computer-aided modeling in architecture school provides more thorough learning experience as it opens new opportunities. The authors present the process of implementing AR technology in architectural education - its theoretical background, the outcome of students' work and technical solutions. They argue that the use of AR interface increases the effectiveness of user-model interaction in comparison to standard mouse-based techniques of three-dimensional manipulation due to the intuitive touch-screen interaction and direct control on the camera.
series eCAADe
email
last changed 2022/06/07 07:59

_id ecaade2015_148
id ecaade2015_148
authors Moleta, Tane
year 2015
title SPACE FOR GAMES - Exploring Acquisition of Space Planning Skills through the Use of Real Time Strategy Games
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 41-45
doi https://doi.org/10.52842/conf.ecaade.2015.2.041
wos WOS:000372316000006
summary Real Time Strategy games enjoy worldwide popularity. Success in this genre of games requires a high degree of skill in spatial and temporal organisation. These skills are typically built upon a foundation characteristic of an iterative workflow. An iterative workflow is also a desirable behaviour in the design studio of architecture students allowing for a greater understanding of parameters embedded within the design and ultimately leading to better learning outcomes. This paper discusses the potential of Real Time Strategy Games and draws connections between successful player attributes found specifically in Tower Defence Games and how these could be used to introduce skills required in the planning of architectural space.
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2016_809
id caadria2016_809
authors Nakapan, Walaiporn
year 2016
title Using the SAMR Model to transform mobile learning in a History of Art and Architecture Classroom
source Living Systems and Micro-Utopias: Towards Continuous Designing, Proceedings of the 21st International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2016) / Melbourne 30 March–2 April 2016, pp. 809-818
doi https://doi.org/10.52842/conf.caadria.2016.809
summary This paper presents the progress of a pilot classroom, which uses mobile devices to enhance instructor-student classroom interac- tions and students’ learning of the History of Art and Architecture. The main objective of this research was to find a way of improving classroom activities, for the coming year, by making the best possible use of technology to enable students to learn more successfully and improve their understanding of the lesson content. In this paper, class- room activities during 2014 and 2015 are analysed using the SAMR Model coupled with Bloom’s revised taxonomy and the EdTech Quin- tet Model. In addition, a plan for the redesign and improvement of ac- tivities in 2016 is proposed, the effectiveness of the SAMR model at improving in class activities is discussed and a perspective on how to develop the classroom using the “SAMR ladder” is included. The re- sults show that in 2015, 25% of the students in the class achieved an A grade, and less than 5% were graded F compared to 26% in 2012.
keywords Design education; mobile-based learning; History of Art and Architecture; SAMR model
series CAADRIA
email
last changed 2022/06/07 07:59

_id cf2015_205
id cf2015_205
authors Oliveira, Eduardo; Kirley, Michael; Kvan, Tom; Karakiewicz, Justyna and Vaz, Carlos
year 2015
title Distributed and heterogeneous data analysis for smart urban planning
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 205.
summary Over the past decade, ‘smart’ cities have capitalized on new technologies and insights to transform their systems, operations and services. The rationale behind the use of these technologies is that an evidence-based, analytical approach to decision-making will lead to more robust and sustainable outcomes. However, harvesting high-quality data from the dense network of sensors embedded in the urban infrastructure, and combining this data with social network data, poses many challenges. In this paper, we investigate the use of an intelligent middleware – Device Nimbus – to support data capture and analysis techniques to inform urban planning and design. We report results from a ‘Living Campus’ experiment at the University of Melbourne, Australia focused on a public learning space case study. Local perspectives, collected via crowdsourcing, are combined with distributed and heterogeneous environmental sensor data. Our analysis shows that Device Nimbus’ data integration and intelligent modules provide high-quality support for decision-making and planning.
keywords smart city, smart campus, middleware, data fusion, urban design, urban planning.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id acadia15_513
id acadia15_513
authors Sanchez, Jose
year 2015
title Temporal and Spatial Combinatorics in Games for Design
source ACADIA 2105: Computational Ecologies: Design in the Anthropocene [Proceedings of the 35th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-53726-8] Cincinnati 19-25 October, 2015), pp. 513-523
doi https://doi.org/10.52842/conf.acadia.2015.513
summary This paper will outline the techniques and language that games use to give design agency to a player. By identifying the discrete combinatorial ontology of games, as opposed to a continuous post-rationalistic approach from general design tools, we hope to develop a framework for the design of ‘games for design’, or sandboxes that allow players to develop an output that is unexpected to the game developer and contingent to a player. This research has been the foundation for the development of Block’hood, a city-building video game that explores ideas of ecology and generative urbanism.
keywords Combinatorics, city building game, game design, crowd-sourcing, ecology, learning, educational software
series ACADIA
type normal paper
email
last changed 2022/06/07 07:56

_id ijac201614103
id ijac201614103
authors Savov, Anton; Oliver Tessmann and Stig Anton Nielsen
year 2016
title Sensitive Assembly: Gamifying the design and assembly of fac?ade wall prototypes
source International Journal of Architectural Computing vol. 14 - no. 1, 30-48
summary The article describes a method for gamifying the design and assembly of computationally integrated structures built out of discrete identical blocks. As a case study, the interactive installation Sensitive Assembly was designed and built at the Digital Design Unit (Prof. Dr Oliver Tessmann) at the Technische Universita?t of Darmstadt and exhibited during the digital art festival NODE 2015 in Frankfurt in 2015. Sensitive Assembly invites people to play a Jenga-like game: starting from a solid wall, players are asked to remove and replace the installation’s building blocks to create windows to a nurturing light while challenging its stability. A computational system that senses the current state of the wall guides the physical interaction and predicts an approaching collapse or a new light beam breaking through. The installation extends the notion of real-time feedback from the digital into the physical and uses machine-learning techniques to predict future structural behaviour.
keywords Gamification, prediction, feedback, interaction, assembly
series journal
last changed 2016/06/13 08:34

_id caadria2015_210
id caadria2015_210
authors Sweet, Kevin
year 2015
title Robotic Workflow
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 519-528
doi https://doi.org/10.52842/conf.caadria.2015.519
summary While new software interfaces are making the interaction between humans and robots more pedestrian, there is still an extremely complex workflow from the conception of data on the part of humans to the final action of the arm. In order to continue to promote and advance the use of these versatile tools in architecture, pedagogical strategies are needed to better enable users to engage with them quickly and obtain results while minimising frustration. This paper will outline a pedagogical strategy for introducing the multi-layered levels of knowledge and understanding required to operate a 6-axis robotic arm as developed in undergraduate architectural coursework. It will highlight the various learning modules created in order to deliver the necessary information for understanding the complex operational pipeline required to interact with and operate the robotic arm successfully.
keywords Robots; fabrication; parametric; parametric modelling; simulation.
series CAADRIA
email
last changed 2022/06/07 07:56

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